Bronze Dragon

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I don't just mean in the sense of the game's bloat or how you have to constantly cross-reference different sections.

I mean conceptually.

A surprisingly low number of things in this game are automatic, passive, or obvious. You can't just look at a number to know if you're good at a skill, you have to reference specific feats. A lot of your character doesn't do anything at all unless you either make a choice or take an action. Your ancestry is nothing without feats. Your class is largely nothing without feats. So many things that were just passive or simplistic features in 1E now require an action, or alter your rolls, or have special conditions, and so on. This is exactly what I hated about D&D 4E and it feels like Paizo is riding that train. Why?

How can this game be marketed as a "simpler, more new-player-friendly" version of the game when it's anything but simple? Go beyond a certain level and it feels like you need notecards just to keep track of everything. This, more than anything, is why I think many people are questioning the design goals of PF2E. If the goal is to make it more approachable, it's really failing so far.

Also, I forsee class design being a nightmare for 3pps.


I've already talked about all the problems I have with 2E (as have a great many people, at great length), so now I want to talk about how the game could be fixed, and what could make it more appealing.

1. Revised Proficiency System. There needs to be more disparity between highly proficient characters and non-proficient characters...not just in some wall of text feats, but in the actual game numbers. Something you can see and feel at a glance. I've seen a lot of suggestions for 1/2 level plus -2/0/+1/+3/+5 or -3/0/+3/+6/+9 (the second one is what I'm currently using). Whatever the case, this needs less bloat and more differentiation between ranks.

2. Easier Readability. This is another big one. This game reads badly. It's wordy and bloated with everything referencing something else and just performing a single task or making a single character choice can require a lot of book-flipping. More than clarification, the book needs restructuring.

3. Less Bloat. This is systemic to the whole game. We don't need the same feat regurgitated for multiple classes, and we don't need to be rolling huge numbers for everything in the game, instead of just the things our characters are really good at.

4. Action System is Too Restrictive. There needs to be more things you can do with it, and there needs to be an action that combines move and manipulate (move half speed and draw a weapon, etc). Also, the Ready action is basically useless for casters, which feels really bad.

These are the four points that would prevent me from buying this game. I've already had to do a lot of houseruling just to make the game feel playable. Unless these things at minimum are fixed, I have no reason to invest in a game mired with severe deficiencies.


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+ Backgrounds (and stats generation). I like this. It adds flavor and feels very functional.

+ Action system. I like this in concept, but the execution needs a little work. The multiple attack penalty feels awkwardly carried over from 1E but it works kinda badly in this version.

- Proficiency system. This is just absolute garbo without major revision. Making every character feel "samey" with this whole "everyone's mostly equal" philosophy is terrible. Straight up terrible. This mechanic ALONE would make the game a pass for me. Characters need to be diverse. Specialists need to be more of a thing. Not because of feats, but because you can tell at a glance who's the best.

- Feats. I never thought I was say more feats would be bad, but it is. There's so many feats and so much that relies on feats that this game feels like a wall of text compared to 1E that you have to constantly reference to even know who's good at what.

In short, this game creates characters that on paper feel very generalized and not very unique. 4/10, needs massive amounts of revision to be viable.


Does anyone know what the race on page 196 is? I don't recognize it...


This is my revised class design based on my own ideas, plus suggestions from Palehore6, RJGrady, Neo2151, Benn Roe, jfkg306, and DarkOne the Drow.

The biggest problems with the class are as follows:
- It can't hit anything reliably.
- It doesn't really feel like a hunter.
- It doesn't provide enough reason to choose it over the Druid.

Here's my new Hunter table:
Level...Special
1st.......Animal companion, animal focus, nature training, orisons, wild empathy
2nd.......Precise shot, track
3rd.......Hunter tactics, teamwork feat
4th.......Natural trap lore +1
5th.......Hunting style, woodland stride
6th.......Teamwork feat
7th.......Natural trap lore +2
8th.......Swift tracker, second animal focus
9th.......Teamwork feat
10th.....Natural trap lore +3
11th.....Hunting style
12th.....Teamwork feat
13th.....Natural trap lore +4
14th.....Experienced hunter
15th.....Teamwork feat
16th.....Natural trap lore +5
17th.....Hunting style
18th.....Teamwork feat
19th.....Natural trap lore +6
20th.....Master hunter

Spells: Spontaneous caster using the bard's spells per day and spells known, but drawing spells from both the druid and ranger list.

Precise Shot: As per the feat. Every hunter gains some basic training in how to properly aim a bow. Replaces the Precise Companion class feature.

Natural Trap Lore (Ex): Starting at 4th level, the hunter gains a +1 insight bonus on Reflex saves to avoid natural traps, Perception checks to find natural traps, and Survival checks to set/disguise natural traps. This bonus increases by +1 every three levels thereafter, to a maximum of +6 at 19th level.

Hunting Style: At 5th level, the hunter chooses a hunting style. This style grants her one bonus feat at 5th, 11th, and 17th level. She does not need to meet the prerequisities for these feats (except those listed in parentheses). She cannot choose the same feat twice.
Archery: Deadly Aim, Farshot, Rapid Shot, Weapon Focus (longbow or shortbow), or Weapon Specialization (any bow, must have Weapon Focus).
Capture: Bludgeoner*, Distance Thrower*, Exotic Weapon Proficiency (bolas), Exotic Weapon Proficiency (net), Improved Grapple, or Net Adept* (only if you have net proficiency).
Spear: Death From Above*, Lunge, Step Up, Weapon Focus (any spear), or Weapon Specialization (any spear, must have Weapon Focus).
* Ultimate Combat

Experienced Hunter (Ex): Once she reaches 14th level, the hunter has attained a better understanding of the dangers of the natural world and its occupants. She gains a +4 bonus on saving throws against disease and poison, as well as charm and sleep effects.


If I'm reading the Core Rulebook correctly, it appears that you can't select these Talents multiple times. If so, why not?

I had a tremendously fun idea for a gypsy rogue with lots of 0th and 1st-level magic talents, and it died on the vine as I read that.